OpenSceneGraph/examples/osgprecipitation/osgprecipitation.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial applications,
* as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <osgUtil/Optimizer>
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#include <osgUtil/CullVisitor>
#include <osgProducer/Viewer>
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#include <osg/MatrixTransform>
#include <osgUtil/TransformCallback>
#include <osgParticle/PrecipitationEffect>
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class MyGustCallback : public osg::NodeCallback
{
public:
MyGustCallback() {}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgParticle::PrecipitationEffect* pe = dynamic_cast<osgParticle::PrecipitationEffect*>(node);
float value = sin(nv->getFrameStamp()->getReferenceTime());
if (value<-0.5)
{
pe->snow(1.0);
}
else
{
pe->rain(0.5);
}
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traverse(node, nv);
}
};
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" example provides an interactive viewer for visualising point clouds..");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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arguments.getApplicationUsage()->addCommandLineOption("","");
arguments.getApplicationUsage()->addCommandLineOption("","");
arguments.getApplicationUsage()->addCommandLineOption("","");
arguments.getApplicationUsage()->addCommandLineOption("","");
arguments.getApplicationUsage()->addCommandLineOption("","");
arguments.getApplicationUsage()->addCommandLineOption("","");
arguments.getApplicationUsage()->addCommandLineOption("","");
arguments.getApplicationUsage()->addCommandLineOption("","");
arguments.getApplicationUsage()->addCommandLineOption("","");
arguments.getApplicationUsage()->addCommandLineOption("","");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
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osg::ref_ptr<osgParticle::PrecipitationEffect> precipitationEffect = new osgParticle::PrecipitationEffect;
float intensity;
while (arguments.read("--snow", intensity)) precipitationEffect->snow(intensity);
while (arguments.read("--rain", intensity)) precipitationEffect->rain(intensity);
float value;
while (arguments.read("--particleSize", value)) precipitationEffect->setParticleSize(value);
osg::Vec4 color;
while (arguments.read("--particleColor", color.r(), color.g(), color.b(), color.a())) precipitationEffect->setParticleColor(color);
while (arguments.read("--particleColour", color.r(), color.g(), color.b(), color.a())) precipitationEffect->setParticleColor(color);
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osg::Vec3 wind;
while (arguments.read("--wind", wind.x(), wind.y(), wind.z())) precipitationEffect->setWind(wind);
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while (arguments.read("--particleSpeed", value)) precipitationEffect->setParticleSpeed(value);
while (arguments.read("--nearTransition", value )) precipitationEffect->setNearTransition(value);
while (arguments.read("--farTransition", value )) precipitationEffect->setFarTransition(value);
while (arguments.read("--particleDensity", value )) precipitationEffect->setMaximumParticleDensity(value);
osg::Vec3 cellSize;
while (arguments.read("--cellSize", cellSize.x(), cellSize.y(), cellSize.z())) precipitationEffect->setCellSize(cellSize);
osg::BoundingBox bb;
while (arguments.read("--boundingBox", bb.xMin(),
bb.yMin(),
bb.zMin(),
bb.xMax(),
bb.yMax(),
bb.zMax())) {}
while (arguments.read("--fogDensity", value )) precipitationEffect->getFog()->setDensity(value);
while (arguments.read("--fogColor", color.r(), color.g(), color.b(), color.a() )) precipitationEffect->getFog()->setColor(color);
while (arguments.read("--fogColour", color.r(), color.g(), color.b(), color.a() )) precipitationEffect->getFog()->setColor(color);
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while (arguments.read("--useFarLineSegments")) { precipitationEffect->setUseFarLineSegments(true); }
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viewer.setClearColor( precipitationEffect->getFog()->getColor() );
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// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
if (!loadedModel)
{
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
return 1;
}
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// precipitationEffect->setUpdateCallback(new MyGustCallback);
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osg::ref_ptr<osg::Group> group = new osg::Group;
group->addChild(precipitationEffect.get());
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group->addChild(loadedModel.get());
loadedModel->getOrCreateStateSet()->setAttributeAndModes(precipitationEffect->getFog());
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// create the light
osg::LightSource* lightSource = new osg::LightSource;
group->addChild(lightSource);
osg::Light* light = lightSource->getLight();
light->setLightNum(0);
light->setPosition(osg::Vec4(0.0f,0.0f,1.0f,0.0f)); // directional light from above
light->setAmbient(osg::Vec4(0.8f,0.8f,0.8f,1.0f));
light->setDiffuse(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
light->setSpecular(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
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// set the scene to render
viewer.setSceneData(group.get());
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete.
viewer.sync();
// run a clean up frame to delete all OpenGL objects.
viewer.cleanup_frame();
// wait for all the clean up frame to complete.
viewer.sync();
return 0;
}